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	removed some f suffixes from shaders
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			@ -13,7 +13,7 @@ main(void)
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	vec4 color;
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	color.rgb = dst.rgb;
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	color.a = 1.0f;
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	color.a = 1.0;
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	FRAGCOLOR(color);
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}
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			@ -12,7 +12,7 @@ main(void)
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	vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
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	vec4 color;
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	color.rgb = dst.rgb*u_contrastMult + u_contrastAdd;
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	color.a = 1.0f;
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	color.a = 1.0;
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	FRAGCOLOR(color);
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}
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			@ -42,7 +42,7 @@ main(void)
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	v_tex1 = uv2.xy*0.5 + 0.5;
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	float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0);
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	v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0);
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	v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess;
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	v_reflcolor.a = mix(b*b*b*b*b, 1.0, fresnel)*shininess;
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	for(int i = 0; i < 5; i++)
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		v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength;
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			@ -52,7 +52,7 @@ VS_out main(in VS_in input)
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	output.TexCoord1 = uv2.xy*0.5 + 0.5;
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	float b = 1.0 - saturate(dot(viewVec, Normal));
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	output.ReflColor = float4(0.0, 0.0, 0.0, 1.0);
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	output.ReflColor.a = lerp(b*b*b*b*b, 1.0f, fresnel)*shininess;
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	output.ReflColor.a = lerp(b*b*b*b*b, 1.0, fresnel)*shininess;
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	//Light mainLight = lights[0];
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	for(i = 0; i < 5; i++)
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			@ -14,7 +14,7 @@ const char *colourfilterLCS_frag_src =
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"	vec4 color;\n"
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"	color.rgb = dst.rgb;\n"
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"	color.a = 1.0f;\n"
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"	color.a = 1.0;\n"
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"	FRAGCOLOR(color);\n"
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"}\n"
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			@ -13,7 +13,7 @@ const char *contrast_frag_src =
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"	vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
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"	vec4 color;\n"
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"	color.rgb = dst.rgb*u_contrastMult + u_contrastAdd;\n"
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"	color.a = 1.0f;\n"
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"	color.a = 1.0;\n"
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"	FRAGCOLOR(color);\n"
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"}\n"
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			@ -43,7 +43,7 @@ const char *neoVehicle_vert_src =
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"	v_tex1 = uv2.xy*0.5 + 0.5;\n"
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"	float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0);\n"
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"	v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0);\n"
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"	v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess;\n"
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"	v_reflcolor.a = mix(b*b*b*b*b, 1.0, fresnel)*shininess;\n"
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"	for(int i = 0; i < 5; i++)\n"
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"		v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength;\n"
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